"You Got This!"

I think what seems to be missed from this card is that it is set to utilize heroes who already have high thwart and attack to give them extra actions. Cable, Spider-Woman, Captain America, and others that really bolster their stats and often don't need chump blockers can utilize an ally for multiple basic actions during a turn. Not to mention characters like Iceman who get benefits from their attacks so lending him extra actions can help control the board better.

When considering this card, don't look at it from the perspective of getting the Ally's stats twice, but look at from the perspective of getting the Ally's stats PLUS whatever you are going to use on the activation from the ready. If Captain America has a 5 thwart, THAT is the additional value if that is what you are doing with him on that extra activation.

Someone like Wasp could use a Moxie changing to Giant-form, a Morale Boost to fortify her stats to 4, and then use this to give her a pair of attack or thwart to utilize her "leave no waste" basic actions. And with a 5 Defense, she isn't worried about the fact that Ally just got discarded.

In the above scenario, it aided in 6 points of production, not just 4, and with Wasp, a turn like that can clear two side schemes, a minion, and still take a threat off the main scheme, while securing her a great defensive position. This isn't even counting other factors for the turn, such as possibly having enough resources to play another Ally with a good entry effect, but you already had three allies and needed to dump one.

Civic Duty, R&D Development and Adrenaline Rush are other cards to consider to combo with this where you are trying to maximize multiple activations in a single turn. Ant-Man, Wonder Man, Maria Hill, Hawkeye, and Kid Omega are all cheap allies that could be considered for sacrificial lambs when they were on their way out the door anyway (those with entry effects you way want to usher out the door). Earth's Mightiest Heroes can supplement addition activations for Avengers (which it looks like we'll be getting more soon).

This is an interesting deck-building tool which the game can use plenty more of. This idea from some of the MTG guys that it's "staple or bust" is silly. If you are trying to build a Leadership deck where your hero is the point of attack and not the allies, this is a card one could consider.

Earth Dragon · 1602
Face the Past

This card can be summed pretty simply:

The poor get poorer, the rich get richer.

If you have a weaker nemesis, this is a great card that gives you a solid turn of action economy and cards, eats at deck bloat on future passes, and stuffs trash into the villain deck that you aren't too worried about when it's getting shuffled. It's going to be an auto-include for quite a bit of heroes, even ones that don't like the resource since it doesn't stick around.

If you have a stronger nemesis, you won't touch this card with a 49 and 1/2 ft pole. Even if the initial hit is worth it for some, the fact some of those nemesis are now floating around and your SotP pop will be even more unpredictable just isn't worth it.

Earth Dragon · 1602
Legal Practice

This card i so bad, It can't even has the genius resource to use it with Superhuman Law Division. It should be fully remake, or at least, give you the oportunity to use the alter ego capacity of reducing threat as a feature of She-Hulk, rather than Super human Law Division, making Jennifer Walters unique as a play style.

Pabs_SG · 1
It is a bit odd that it doesn't have a mental resource. I've used it a couple times in emergencies where I had remove threat right then and there otherwise I would've lost the next turn. It's not something you'd want to use on a regular basis. — erikw1984 · 29
Drop Kick

This is the type of card design that it is honestly frustrating, if not full on infuriating, that the devs can't emulate more of. Cards that do a little bit less than if you don't have the correct resources or traits, but then get pushed to a much higher level if you DO use those resources or have those traits.

Considering most of the heroes with Aerial don't have it always, cards like Get Over Here! and Crisis Interdiction should be the general formatting for a dozen aspect event cards at this stage, and yet we have 1 aspect card and 1 hero card.

I can't even think of another card with Drop Kick formatting (which is different, but not dissimilar, from For Justice!) and yet this game could do with 11-15 more and be all the better for it. And this is why "player bitching" needs to be more sensible then it has been at times. The good parts of the Hulk pre-con seem to have thrown in the garbage bin with the rest of it due to absolutist "It all sucks" speech that surrounded the pack

Let's extract more of the good design aspects from these packs. In particular since this pack is no longer going to be printed.

Earth Dragon · 1602
The Pericles

As usual, things that give options are being associated with the cost of what something would be if only a single option were used (and always the cheapest, strangely enough. never do they only compare it to the more expensive option).

Here we have a PROTECTION card that can confuse the Villain. That is not a very common thing (nor should it be if you are trying to maintain aspect identity and style to any degree). This Support allows you to deal with the situation at hand. A tough token on a hero, a confuse token on the Villain, and a stun token on a villain are all clearly utilized in different situations depending on what keyword abilities the Villain may have.

But it also gives a minion or ally a status token. You may not have enough damage to clear an elite minion, and so can slap them with a stun to buy you a round. Or you can keep an ally with retaliate going for longer, which can tactically intercept attacks from other tough enemies and not only clear the attack, but clear the token.

So while you can have a limited view of this being a "tough" token generator, that is inaccurately accessing the card. It's a swiss army knife that can shut down a villain on 4 separate activations, and a rare protection card that can let you flip down to AE for a breather and a surge of resources. It also is an "action" in protection, and gets players one step closer to building the "support" deck that is hard to come by in that aspect. I would actually go as far to say that a Maria Hill Protection Build could achieve this if desired at this juncture.

Earth Dragon · 1602